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""Superman Joins the Circus"": We open with Curly, one of the Daily Star reporters, picking on Clark Kent. Then the boss gives Clark Kent the job of interviewing the owner of the Jordan Circus. When he arrives, he overhears an argument between Mr. Jordan and Derek Niles. Mr. Jordan owes Nile

Action Comics #7 is an issue of the series Action Comics (Volume 1) with a cover date of December, 1938.

Synopsis for "Superman Joins the Circus"

We open with Curly, one of the Daily Star reporters, picking on Clark Kent. Then the boss gives Clark Kent the job of interviewing the owner of the Jordan Circus. When he arrives, he overhears an argument between Mr. Jordan and Derek Niles. Mr. Jordan owes Niles money, and he only has two options. Come up with the money, or take Niles on as a partner.

Unfortunately, the first option is unlikely. The Jordan Circus is playing to mostly empty crowds. Clark Kent decides that what his circus needs is Superman. As Superman, he approaches Mr. Jordan and offers to be his strong man. After several feats of super-human strength, Jordan hires him.

The next day, Derek Niles and Lois Lane both see the circus' ads with Superman in them. They both head off to the circus, where they see the packed crowds. The crowd demands to see Superman, and he gives them a show. Derek Niles, suddenly seeing his plan of getting control of the circus going up in smoke, plans for some accidents to befall circus performers and customers.

Lois Lane, meanwhile, is trying to get into Superman's dressing room. After being refused at the front door, she attempts to sneak in, where she comes across Trigger, the man hired by Niles to perform some accidents. He dispatches her, and then takes her to Mr. Niles.

At the next show, the accidents start to happen: the lion gets loose, the trapeze shatters, the tent pole breaks. Each time, Superman saves the day. He notices Trigger trying to leave, and forces him to tell him what he knows.

Superman speeds towards Niles' office in order to save Lois Lane. When he gets there, Niles faints from fright. Both he and Trigger are put in jail, and the Jordan Circus is saved. Clark Kent returns to the Daily Star to once again get picked on by Curly. Later, when Curly is in a room, someone reaches in and tears off all his clothes, much to his embarrassment.

Appearing in "Superman Joins the Circus"

Featured Characters:

  • Template:Apn

Supporting Characters:

  • Template:Apn
  • Template:Apn

Villains:

  • Derek Niles (Single appearance)
  • Trigger (Single appearance)

Other Characters:

  • Curly (Single appearance)
  • Mr. Jordan (Single appearance)

Locations:

Items:

  • None

Vehicles:

  • None


Synopsis for "Chuck Dawson: The 4-G Gang (Part 7)"

(Continued from last issue...)
Chuck is in a pinch when he is halted by two gunmen who recognize him from the Wanted posters. They don't listen when he tries to explain his innocence, so without any other options, he uses force to get past. He knocks one of the men to the ground, and rides Blacky past the other one. There was no time to dawdle if he was going to get to the Diamond-H Ranch before the raiders arrive. The day grows longer as Chuck finally reaches the edge of the ranch property. Gunshots are heard up ahead. He was too late. The ranchers were already under attack! Chuck makes Blacky run faster.

The Diamond-H's owner is being dragged on a lariat by one of the 4-G gunmen on a horse. Chuck shoots, cutting the rope and scaring the gunman off. To Chuck's surprise, the owner is the same man who held him up earlier down the road. The owner is confused by Chuck's heroics, but after Chuck tells him the truth, that he was acting in self-defense against one of John Burwell's hired gunmen, the owner's daughter, Virginia, tells her dad that she believes he can be trusted. Chuck covers them as they run into the cabin. Zebe, the other man from the road, met them there, apologizing to Chuck for holding him up before. The two of them return fire from the porch, but they are still outnumbered. Chuck tells Virginia and Zebe that he's gonna try and lure the raiders away, and go to get help. Zebe continues firing off rounds in distraction as Chuck eases out the back door.

His horse is still tied to the tree where Chuck left him. Taking a few loose casings, Chuck builds a fire and throws them in. The resulting shots make it sound as though a posse has arrived, and the 4-G gunmen are fooled and stop firing. But the distraction doesn't last, and after a quick check around the area, the gunmen make their way back to the rancher's cabin. Chuck mounts his trusty steed and makes way to the top of a ridge so that the gunmen can get a good look at him. It works, they forget all about the farm and give chase, wanting to get hold of that reward money for Chuck's capture. He dodges and weaves his horse down the terrain, but something goes wrong when he turns to sharply, causing the horse to stumble and tossing him off his saddle...

Appearing in "Chuck Dawson: The 4-G Gang (Part 7)"

Featured Characters:

Supporting Characters:

  • Blacky (Chuck's horse)

Villains:

  • Gunmen
  • John Burwell (Behind the scenes)

Other Characters:

  • Zebe
  • Virginia (First appearance)
  • Diamond-H owner

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "The County Football Championship"

Pep Morgan is the star quarterback for the Ardale Bulldogs. Because of him, the team is the current favorite for winning the county championship the next day. Later that night at the coach's house, Pep and the coach are talking strategy for the big game. Two men are lurking in the shadows outside. They put up a lot of money against the Bulldogs, who would surely lose if Pep didn't play tomorrow. So when Pep comes out of the house, he is hit from behind with a blackjack, and thrown into the trunk of the gamblers' car.

Pep wakes up, his arms bound, inside a hotel room. One of the kidnappers is there guarding him. He tells Pep it's the day of the game, and as long as he doesn't struggle, they'll let him go when it's over. Pep fakes sleep to get the captor off guard, all the while silently freeing one of his hands from the bindings Pep lunges at the man, knocking him out cold.

Meanwhile at the game, the Ardale Bulldogs are losing ten to seven, without Pep's skills to help them. Luckily, Pep makes it back, and is swapped in by the coach with only four minutes left to go. With his knowledge of all the plays, the Bulldogs soon hit back hard. By the time they secure a tie, there are only seconds left on the clock. Pep manages to score one final time with a field goal, winning the game! Pep later explains to the coach what had happened, and the coach responds that next time he'll just kidnap Pep himself so that no one else will be able to.

Appearing in "The County Football Championship"

Featured Characters:

Supporting Characters:

  • The Ardale Bulldogs ((football team) (Single appearance)

Villains:

  • Gamblers/Captors (Single appearance)

Other Characters:

  • Ardale's Coach (Single appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "The Adventures of Marco Polo"

(Continued from last issue...)
Marco carried the girl back to his inn room and set her upon the couch. When she awoke, he asks her who she was and why the bandit was attacking her. The girl, Shela, explains that her father and the bandit leader were sworn enemies. Her group was the one being attacked outside. When her father was wounded in the battle, she ran into the inn to hide. But the bandit leader found her, and surely would have killed her if Marco hadn't intervened. It's a fine thing that if the bandits see their chieftain's body, it will put everyone at the Inn in danger, so Marco and Shela hide the corpse under the couch. Then they go to Marco's father, Nicolo, to discuss what to do. There was no way they could fight off the bandit group on their own, but Shela offers another way. If they could send word to her father, he'd surely send reinforcements.

Wearing the clothes of the dead bandit leader, Marco climbs out the window, and down to the street. He manages to make it to the stables and mounts the chief's horse. Two near-drunken guards notice his departure, thinking he's their chief. But something seemed strange, because the chief wouldn't leave them on their own, and besides that, where was the girl he was supposed to capture? Suspicious, the bandit lieutenant investigates at the Inn. The innkeeper tries his best to make up a cover story, but unfortunately the bandit soon discovers the body of their leader.

Everyone at the inn is rounded up, while the burning oil and whipping rods are prepared. Niccolo whispers to the others that they can't wait for Marco to return. It was time to take the fight to the bandits!

Appearing in "The Adventures of Marco Polo"

Featured Characters:

  • Marco Polo

Supporting Characters:

  • Nicolo Polo (Marco's father)

Villains:

  • Kasan Bandits

Other Characters:

  • Shela (Unnamed)
  • Maffeo Polo (Marco's uncle)
  • Innkeeper
  • Ahmed

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "Double Trouble (Part II)"

(Continued from last issue...)
With the help of Bob Daley, Tex Thomson is finally able to convince the local police chief that, despite their identical appearances, he is not Captain Diablo. He then agrees to help the authorities capture his double. Captain Diablo receives word that Tex has been released from custody. He believes Tex will leave the country and will no longer be of any use. He then decides to visit an inn for entertainment. Tex is at the same inn, so the two men meet again. With Bob's help Tex prevails in the ensuing fight. Diablo is then turned over to the authorities.

Appearing in "Double Trouble (Part II)"

Featured Characters:

Supporting Characters:

Villains:

  • Captain Diablo (Final appearance)
  • Captain Diablo's henchmen (Final appearance)

Other Characters:

  • Robert (Single appearance)
  • Chief of staffs (Final appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "The Five Point Bank Holdup"


Appearing in "The Five Point Bank Holdup"

Featured Characters:

Supporting Characters:

  • Rusty James

Villains:

  • Unnamed robber (Single appearance)

Other Characters:

  • Sheriff (Single appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "Zulu Diamond Mine"

While on a trip to South Africa, Zatara is nearly framed by diamond smuggler Harold Foames. Zatara begins to follow Foames and learns that the smuggler intends to rob a diamond mine, with the aid of a Zulu tribe. Zatara meets the tribe and convinces them to help him instead. However, the robbery still succeeds, and Foames escapes with the diamonds. With the aid of the Zulus, Zatara is able to track down Foames, who no longer has the diamonds, having passed them off to the Tigress, his partner. Zatara tries to prevent the villainess from escaping, but her plane has already departed. Using his magic Zatara forces the plane to land. The Tigress is then taken into custody, and the diamonds are recovered.

Appearing in "Zulu Diamond Mine"

Featured Characters:

  • Zatara (John Zatara)

Supporting Characters:

Villains:

  • Tigress (her 4th appearance)
  • Harold Foames (Single appearance)

Other Characters:

  • Hastone (Single appearance)
  • Bill Coxe (Single appearance)
  • Gonula (Single appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Notes

  • "Superman Joins the Circus" is reprinted in Action Comics Archives, Volume 1 and Superman Chronicles, Volume 1.
  • Fred Guardineer is also credited as Gene Baxter in this issue.
  • Lois Lane's second kidnapping takes place in this Superman story.
  • The Tigress makes her fifth appearance in this issue's Zatara story, and at the end of it, she's been apprehended for the first time.



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